Thief – Extra Gear: Steal becomes one of the target thief’s equipped utility skills. Has unlimited uses.
Alt.) Discard: Hold down for 3 seconds to discard the gear and free up the slot.
Unlimited uses? So basically I could fill all 4 slots with Thief utilities and have a Thief with a total of 7 utility skills?
Because that’s broken as hell.
Elementalist – Crystal Arcana: Create a lasting combo field based on the elementalist’s attunement. Ground targeting AoE. Single use.
What is a “lasting combo field”? Please don’t tell me you mean a permanent combo field, because that would be ridiculously OP.
Oh, I see. I don’t think that’s really quite so necessary, because this surplus that I speak of comes mainly from the scrolls of knowledge themselves, which you can already transfer to your other characters.
Well that can be dealt with by simply reducing the drop rate of those scrolls.
On the other hand, the 400+ skill points on my Warrior from playing over a year? Yeah, not so much.
Sure, I’d be fine with upping the price to 30 or maybe even 50. Not sure I’d wanna buy one beyond that though.
Olba, I’m not sure I understand how your suggestion is any different from mine.
Well, how about the part where Scroll of Knowledge grants 1 skillpoint rather than a levelup? Basically, it would allow you to transfer surplus skillpoints to alts that might need them at some arbitrary conversion rate.
I got dusk last night and im not able to sell it on the tp cuz I need 40-50g to only put it on the tp and I only have 12g. Is there any other solution to sell it at 790g.
Honestly, I would choose either:
- Asking for a friend or guildie to loan you the gold (and paying back once it sells)
- Waiting until you got the gold to pay the fee
The only other option is trying to trade it outside of the TP, but the problem there is that if you do end up getting scammed (which you will), Anet can’t and won’t help you.
So… you first state that there is a massive surplus of skills… And then you propose that you could use them to level up characters.
That looks like a very thinly veiled “I want free levels for my characters!”
Can’t say I would agree to that. Now, if you instead proposed being able to buy Scrolls of Knowledge for a handful of skillpoints (such as the proposed 15), that I could get behind.
The thing is, when you were getting a Jug of Karma from the daily, every other source of karma was literally a waste of time.
And honestly, it’s not going to take you a year of “grinding” to get the 525,000 Karma for the 250 stack of Obsidian Shards. Well, if all you do is your daily and monthly, it will take you a bit of time.
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1. make the physical skills like bola and bull charge INSTSANT CAST. I don’t even know why bola has a cast time considering it also has to travel to the target (not to mention short range) in order to hit. On top of that, it can be blocked, line of sighted, over terrible. If it hits, high reward, misses, its cooldown worthless.
That would cause a few unhealthy issues. Bull’s Charge with no cast time? For all intents and purposes, that would be a 900 range teleport with a KD at the end. I am also not quite sure how something like Kick or Stomp would work animation wise with no cast time. You just stand there and boom, your enemy gets KB or launch?
The cast time comes from the need to have a proper animation for the character.
I suppose by “shared ICD”, you’re referring to the fact that the procing an on-crit sigil will put your on-swap sigil into cooldown?
Because all on-crit sigils sharing one cooldown is in place for balance reasons. Same is obviously true for the on-weapon swap sigils. A few examples of potential broken combinations:
- Sigil of Water + Sigil of Blood
- Sigil of Geomancy + Sigil of Hydromancy
- Sigil of Earth + Sigil of Torment
- Sigil of Air + Sigil of Fire
- Sigil of Generosity + Sigil of Nullification
- Sigil of Generosity + Sigil of Purity
As for combining the two types there are a few problematic combinations. Stacking multiple conditions and mightstacking comes to mind.
Lastly, the stat combinations. Do you realize just how many of them could potentially exist? Currently, we have 20 combinations of 3 mods. The actual amount of combinations that you could make with the current available mods is upwards of 200.
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I don’t think it would be a good idea.
There’s already plenty of mechanics that trigger with health thresholds, the last thing we need is to make those any easier.
Not to mention that the developers have said multiple times that they would prefer for their players to look at the action rather than the UI.
As was posted by Regina, if you end up not liking the new look, you can contact support to get a full refund for it.
You get it every time you have a character that has had 365 days since its creation.
It wouldn’t be a very good idea.
For example, I like roaming alone and soloing supply camps. With your system, I could pretty much guarantee that every supply camp would have a group of people sitting invisible and waiting to gank me at the best possible moment.
And honestly, I don’t think we need every class having a situational access to stealth. Especially since Thief is the major class that can get passive bonuses (healing, movement speed, condi removal, crit chance, might, initiative, regeneration, blind). Since you wouldn’t get revealed if you don’t attack, any thief could literally spam you with infinite blinds by going back and forth between the static stealth field.
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So basically you want to gain a massive benefit by spending things which are not that useful to yourself?
Not going to happen. Especially not with items that grant skillpoints easily available.
Your experience on one profession means nothing on another. The mechanics between professions are that different. If anything, I consider getting a free “level up to 20” scroll after a year of playing to be a fair deal.
I was listening to a podcast from one of the staff members on one of the patches and they talked about how, for gold sinks, it was working as intended because they saw an increase in gem store purchases through gold to gem conversions, so I could definitely be wrong, it’s just that’s where I personally got my definition of a gold sink from.
The Gem Store items themselves are not gold sinks, as you can buy them with… Gems which you can get without ever touching a piece of Gold in the game.
The gold-to-gem exchange, on the other hand, is a gold sink.
But again, that is fully voluntary on your part. In majority of cases, when people talk about “gold sinks”, they mean things which take gold away from the player in a way that you cannot easily circumvent. For example, waypointing costs and TP fees are some of the biggest gold sinks in the game.
I absolutely love dynamic leveling.
I am not much of an alt player, so in a lot of other games I have ran into the situation where my friends are leveling alts and all I can do is pretty much sit around and wait for them to get up to my level. And I have been on the opposite side too: When I started a game with a friend, they stayed with me for the first 20 or so levels, playing on a completely new character. However, after that, they grew bored of it and left me to level alone until I was very high level.
With dynamic leveling, all of that has literally disappeared. A friend starts a new character? Well, I can with them and do hearts I have yet to do or participate in dynamic events in the area. I start a new character? A friend can come along with their level 80 and it won’t trivialize my content.
There are 33 signets in total in the game. Out of those, only 16 have cooldowns of 30s or less.
The one situation where you could possibly realistically benefit from a cooldown much lower than 30s would be builds that already use multiple signets. D/P Thief and Warriors are some examples of those. And I don’t think that you wanna buff either of them by giving them access to on-demand Aegis.
testing might be hard :P …..60% chance to trigger on crit + 10s cooldown + it triggers even if there is no condition on you and goes full CD
Not really that hard to test, Cleansing Ire + Generosity with 1 condition would result in either the condition disappearing (Cleansing Ire is first) or it going to your enemy (Generosity is first).
As long as you have 1-3 conditions, if bursting transfers any of them to your enemy, that means Generosity is procing first.
Though I have to say, I don’t really see what the big deal here is. Even if Generosity procs after Cleansing Ire, it’s still going to be able to do what Cleansing Ire can’t: getting rid of conditions without bursting.
You shouldn’t make a habit intentionally remembering something wrong. Those habits tend to stick.
Do what I think, not what I do.
Also, it is more or less around (21 × 15 =) 315 precision for 10 trait points if you keep max adrenaline.
Before it was moved to GM, both of the traits were 12%, not 15%. In fact, even as GM, they were 12% for quite a while. The point still remains the same: You were getting the equivalent of 25 points into Arms in Precision by going 10 points into Discipline. Similarly, picking Berserker’s Power resulted in the 10 points into Strength amounting to 300 Power.
And honestly, outside of WvW and sPvP, there never was much work done to make using your burst skills appealing.
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I miss empower allies at 10 points, and warhorn at 20, that was a metric poop ton of support, group wide dmg buff with cleansing and buffs, was very powerful. It was my Skaald build and I miss it dearly.
Well honestly, Empower Allies at 10 points was stupidly strong for where it was. Similarly, lowering Quick Breathing to 10 points would make it stupidly strong.
And Lung Capacity at 10 points allow for a Warhorn Shout build that gets pretty good condi management.
So which part of it you think is lacking?
Warriors are capable of providing their team with permanent regeneration, fury and swiftness, high uptime for Vigor and plenty of Might stacks. That’s a lot more than some other classes can do.
Or are you asking for the ability to provide that support without sacrificing any of your damage? Because that’s never going to happen.
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That sounds like a fairly massive nerf for adrenaline generating outside of Combustive Shot.
Guess what? Some people use burst skills that are not Combustive Shot.
Can’t say I would get behind this.
2x “30% chance to procc lightning strike on crit (5s CD)”
= “51% chance to proc lightning strike on crit (5s CD)”
Not true.
It’s a known fact that if you have two on-crit sigils, only the one on the main hand will ever proc. Thus, the second sigil has a proc rate of 0%.
-You don’t feel like doing wvw: -3 daily categories
-Living story has been done for 2 weeks…: -2 daily categories
-Why should I travel to ascalon/maguma etc. for killing veterans/mobs: -2 dailies
-Why should i (pointlessly) [well pointless is actually the wrong word cause you get Points for it] harm all those cute little Bunnies? -1 daily categories
- Daily activity is pointless anyway: -1 daily categories
-And why should I waist any of my items to the Mystic Toilet? -1 daily categories
- So you want the game to function on your individual whims?
- Just because you have completed the achievements does not need you cannot participate in the content. Not a valid complaint.
- Why should you not? The very purpose of those categories is to get you to other parts of the world.
- Because ambient creatures are literally everywhere in the world?
- Pointless because fun for no tangible reward is pointless? Not a valid complaint.
- Because new people should be nudged towards the existence of the thing in the first place?
From the looks of it, all of your complaints center on not wanting to play the game nor spend any in-game currency. That kinda means you want the daily for logging in.
You have to reach 1000 points in order to get your Daily+achievementpoints:
-Killing a mob 5 Points
-Dungeons 200 Points
-Reviving 15 Points
-Conquering a Castle: 300 Points
-Killing a bunny -1000 Points
You could also cap the Amounts of Points at about let’s say 200 Points for each category, so it’s similar to the daily now and to prevent people from Farming things too intense.
The categories on the daily already achieve the same thing, except that they’re on a rotation. The reasoning for the rotation is probably rooted in the previously stagnant daily, which caused a lot of complaints.
Hello, I created this build mixed between condition and healing power, and wanted to know the opnion of you who have more experience, or if you have any build to recommend me focused on the S / S + LB’ll be eternally grateful!
http://en.gw2skills.net/editor/?fIIQNAscTjkONvFPqQMxBE0DNsK2iThkQ9wOmj4A-jkCB4gCi0CgkAQk0A5RFRjtsuIasKZAaZLqWpEzYuIa1SBMp0I-w
Nope, you’re clearly screwing up at least a few things.
- You have Perplexity Runes but not a single interrupt on your character. Use Rune of Undead or Antitoxin instead.
- You have Apothecary gear when the only heal you have is the passive of your Signet, which scales very badly. Use Dire gear instead.
- I don’t really consider Defy Pain to be worth the extra points in Defense. In your case, I would rather take those 10 and put them into Arms to grab Opportunist, which would grant you Fury on Pin Down and Flurry.
- You’re using a Burning Duration Sigil without having any other sources of +condition duration%. That literally makes the sigil have no effect whatsoever due to the rounding on condition ticks.
- You’re using a pretty crappy food item. I would go with Bowl of Lemongrass Poultry Soup.
If you want to use the Runes of Perplexity, then you’ll need to grab a handful of interrupts, such as a Shield or an offhand mace instead of an offhand sword, along with Kick and Bull’s Charge for utilities. Also, you would then want to go only 10 points into Arms and 20 into Strength to get Distracting Strikes so that your interrupts will cause 9 stacks of Confusion. The other remarks still apply.
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Now go do Zero Suit.
They’ve stated multiple times that the bleed cap is in place to keep a check on the amount of crap the server has to send to and from players in real time.
Your idea would only work if the amount of data they can send (and you receive) would be, quite literally, infinite. Which is obviously not the case. Thus, your idea wouldn’t really work.
Also, another flaw in your idea is that with that kind of diminishing returns, it’s just about elementary to compute a point after which adding more stacks, rather than letting old ones expire, would be detrimental to your DPS. And then you end up with a situation where the potential optimal playing style is to not play. Which is a very bad approach to design.
Do note that the 25 cap also applies to Vulnerability and Might. Granted, they’re much simpler to deal with.
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You have very little damage, plus the weapons that you chose lack burst to begin with.
Honestly, if you want to go that crazy on defenses, I would recommend playing conditions. Especially since the weapons that you picked have a natural affinity with condition damage.
Other than that, I have to say that I do not quite get what you’re trying to achieve with your traits:
- Defy Pain isn’t really worth the extra investment, especially since you have a crapton of defenses to begin with.
- Your 20 points into Tactics won’t offer as much support for your Longbow as you seem to believe. In fact, you would probably fare off better if you went with 0/20/20/0/30 and grabbed Burst Mastery.
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Honestly, I don’t like this because it would take away the aspect of food items being a consumable.
You might as well give everyone a dropdown menu where they choose which permanent boon they want.
The two traits were ridiculously powerful for the investment.
We’re talking getting 250 Precision worth of crit chance for a 5 point investment. Ditto for the Power.
And what is exactly is bad about “nerfing” (some would call that balancing, y’know?) the damage of what was one of the highest (if not the highest) damages in PvE?
That’s how all condition duration runes function.
Talk to the Black Lion Agents, they will let you trade them in for account bound versions.
You have to unequip them first though.
You’re right. Having two of the same sigil is no different from having 1 sigil.
I don’t think that’s a good idea.
That would basically make it Endure Pain on a 30s cooldown.
There are no dungeon tokens to trade, though. Not since they added the Wallet. That would be kinda like asking to make Karma tradeable. Or laurels.
And even if they somehow managed to do that, the results would be catastrophic. All exotic gear, except the ones with the special skins, would be worthless.
If your problem is with people selling dungeons, the right answer would be to make it impossible, rather than impractical.
I kinda’ have to disagree to a point there is a substantial amount of RL money that is brought into the game everyday through people buying gems with RL money. What I’m saying is they only convert and bank, they do not buy anything with the gold.
Snip
If you are saying here that real life money brings gold into the game, then you are incorrect.
When someone, let’s say me, buys gems with real money and sells them on the TP, no gold is generated. The gold I get is 100% from other players who are buying gems with ingame gold, no new gold is created. This gold is directly transferred from their bank to mine. Zero gold is generated and zero inflation occurs.
But what about the people who use RL money to buy gems then convert those gem to gold on the TP? Doesn’t that add a new amount of gold to the system?
No, that would be gold from the gold-to-gem side of things.
Oh look, another thread that wants to have the cake and eat it.
Trust me, you do not want to lose the gold sinks. Without them, everyone gets richer, which means everything will cost more. Also, new players will have a harder time buying anything because gold will have lost most of its value, making gem purchases a very good option.
And guess what is the most common complaint in f2p games? That the “free” players simply cannot compete, which is pretty much always the result of the in-game currency being near-worthless.
The wings that you see are backpiece skins.
None of them can be dyed. Backpieces don’t have any dye slots to begin with.
Part Two is now up and running – http://sittingonacouch.com/mad-tinkerer-tinkering-warrior-part-2/
Traits are underfire!
Well, here’s the quick list:
- Versatile Power being identical to Sigil of Battle? So if I equip both, I get 6 stacks of Might for 20s on a 9s cooldown? Way OP.
- I rather like Critical Burst where it is. No reason to change it. Especially NOT with a condition, since that’ll just clash with Burst Mastery again.
- Armored Attack and Adrenal Health will never switch places, especially since the former is getting boosted to 10% in December. Not to mention that even now, gaining 100+ Power for putting 5 points into a traitline would make no sense.
- Short Temper giving Might and Adrenaline whenever you miss? Nope. Especially not since you could just sit in a smoke field and stack ridiculous amounts of Might.
- Berserker’s Might locking your adrenaline at 30? I hope he’s trolling, because that’s just ridiculous.
- Wait, did he seriously suggest a 5 point minor trait that would reduce Poison, torment and Bleed by 33%? Yeah, that’s got to be a joke.
- Heal on weapon swap? So getting adrenaline and might is not enough, now he wants heals too? Yeah, no.
So… that’s 7 bad traits out of the suggested 14. That’s a failed grade.
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How much more reduction i would get on pure knight set with 30 in defense? ; o
With shield mastery 54.28%, without 53.23%..About 56 with sigil?
56.96%. 56.03% without Shield Mastery.
Though you have to realize that this is comparing to 1836 Armor, which is what a light armor character has by default. So you would take 56% less damage than a light armor zerker.
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The runes could be pretty interesting (depending on the cd for aegis), but I don’t think I’ll be replacing the Dolyak runes on my main set, but I may try them out if I get some lucky drops.
I’m just curious, as I’m still a WvW newbie (somewhere around rank 55-60), I don’t see how the Sigil will make that much of a difference. If you are already using Knights gear an extra 250 toughness will give you what….+1.5-2.5% DR (rough guesstimate, maybe in the 56% DR range), nothing that noteworthy (compared to getting extra power/precision/condi damage at least). I could see maybe it being useful in a less tanky build though, but I don’t see it insta-replacing the extra power or condi dam that most people are using now.
there are tons of runes way better than Dolyak rune you can start replacing them right now no need to wait for the patch.
250 toughness is a lot if you consider that signet of the dolyak passive gives 180 toughness.
250 toughness = 27% of the pure zerker warrior toughness
250 toughness = 10% of the tankiest warrior toughness
Too bad that your toughness contributes only about 30-50% of your total Armor, meaning that the 250 Toughness is going to contribute about 6-12% more defenses.
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I have cleared the PVE content, and I have started to participate in WvW.
I joined as my guardian and I started to wander around (not picking fights, just exploring). Anyway, I spotted 3 enemy players quite a distance away. Obviously, I did not want to fight, so I popped “Retreat!” and ran in the opposite direction from them. They still managed to catch me within a few seconds. In the end, I died and they started to teabag my corpse.
I remember one of them is a thief and another is a mesmer. How did they cover so much ground so quickly?
Certain skills in the game can make you cover distance faster than what you could by running. This is especially important in WvW, so you can expect any WvW player worth their salt to know and use those skills.
Sword/Sword is a condition build, meaning it’s not a good build for PvE. As for WvW, Sword/Sword is good for roaming, but not so much if you run with a zerg.
Do note that just Sword/Sword isn’t really a build. Most people would pair that with a Longbow.
Q1 – Do the sigils of Earth stack with the trait ‘Precise strikes’? giving me a 96% bleed chance on crit?
Q2 – I am interested in the sigil of Torment, would I be better using one in place of either sigil of blood or sigil of bursting?
- No they do not. They’re separate procs that give different bleeds. The Sigil gives a 60% chance for kitten bleed, whereas Precise Strikes provides a 33% chance for a 3s bleed. So you can get 0 bleeds, 1 bleed (for either 3s or 5s) or 2 bleeds (1 for 5s, 1 for 3s)
- It’s not really worth it. While it is an AoE condition, it’s only 1 stack of Torment on a 7s cooldown. Finally, the proc odds are pretty bad. Sigil of Fire would be better if you want AoEs. If you want the condis, then Sigil of Earth.
I have to say “No” just because rares have significantly more value than Masterworks.
Even if it was disabled by default, you would still get dummies who enable it, then accidentally salvage something they did not mean to and come to the forums to rage about it.
AutoAttack
Need bit more damage:
New AA starts low.. add more damage every swing:
1 Greatsword Swing: (old skill 259 and also 1vuln..)
– damage: 250
– vulnerability: 1x
2 Greatsword Slice: (old skill 259 and also 1vuln..)
– damage: 310
– vulnerability: 1x
3 Greatsword Strike: (old skill 333)
– damage: 370
– cripple: 1 sec
Rather than increase the damage on subsequent swings, consider making the aftercast on the last hit shorter. Or making one of the hits 1/4s rather than 1/2s. After all, the last time they tweaked the damage on the autoattack, Axe ended up all kinds of messed up.
New:
– cooldown: 10 sec
– damage: (6x) 1152
– Furry: 2 sec
– You can walk but with decrease of 33%
So basically increase the damage on every hit, make it faster and mobile? Wow, talk about overbuffing. Because let’s be honest, no one uses the last attack.
New:
Daze your foe and make them vulnerable
give it the animation from F1 Arcing Slice.. it really looks like smashing :-)
– cooldown: 15 sec
– damage: 225
– daze: 1,5 sec
– vulnerability: 4x
– Range: 130
I actually think this is worse than the current Bladetrail.
Remake it to:
(Animation from the guardian Whirling wrath but without the fancy blue stuff :-)
Spin around and swing your greatsword while cripple your foe’s
– lvl1: (4x) 520 + 2 sec cripple
– lvl2: (5x) 680 + 3 sec cripple
– lvl3: (6x) 840 + 4 sec cripple
So… you want a weapon that to have both this and a mobile 100 blades?
I don’t think that’s any kind of balanced.
if you want to make warriors choose between either great crowd control or great damage, then how do i choose to do great damage over crowd control with the hammer with these changes?
Burst Mastery and Merciless Hammer sounds like a good start.
Unsuspecting Foe and Merciless Hammer for damage.
Aegis on Signet use might be useful, we have plenty of Signets with useful active effects.
I would say it all comes down to the cooldown and the total amount of -condition duration%.
It would certainly be hilarious to pop aegis on a hammer warrior only for their ES to fail and them getting a faceload of unblockable damage.
If you’re dying immediately after using vengeance then l2p. When I mean l2p I mean l2pvt.
Seriously though, stop relying on that invincibility crutch on vengeance. That nerf was well warranted. Did you really think the same huurrrr durrr zerker warrior from PVE would translate well into PVP? Get some Power, Vitality, Toughness armor.
I think you are talking about WvW? If that is the case, i forgot to tell that my isues are in sPvP / tPvP. In that kind of fights vengeance was already weak and it only could shine in some specific situation but you had to be lucky to activate vengeance. Now Warrior downstate is useless. You get up… and you die right after.
I think there is not a single downstate in other classes that rely on your armour to be usefull.In WvW, Vengeance is pretty much only good if there’s a large fight or a mob nearby to rally off of. But then again, you could rally almost as easily in those situations without Vengeance.
Also, Vengeance should never, ever, under any condition result in going back to downstate. Considering the pretty good mobility that a Warrior has and the fact that Vengeance lasts for 15 seconds, that’s like Mist Form on steroids. Greatsword with Mobile Strikes would make Vengeance better than Mist Form by a massive factor.
except you know…. mist form keeps you alive after using it, and in wvw is by far the strongest downed #3. -MAYBE- you could compare vengeance to mist form, but you cant because vengeance KILLS you, not downs you.
I guess you didn’t read what I wrote. Let’s try that again:
Also, Vengeance should never, ever, under any condition result in going back to downstate … that’s like Mist Form on steroids. Greatsword with Mobile Strikes would make Vengeance better than Mist Form by a massive factor.Yeah I read it. In WvW mist form is the strongest downed state skill, because it can get you inside a keep/tower 95% of the time ALIVE. you use vengeance and use greatsword skills to get in, you’re still going to die and take armor damage. Even in spvp I cant see the skill being that good, as your chance to NOT die using it slim, and extremely unreliable.
Just because you get back up and can run does not mean you get a “get out of jail free” card. At most I can see you denying someone a stomp, but thats about all.
Mist Form is strong because it goes back to downed state, right?
I just said that Vengeance would be OP if it did the same.
Which part of that is tripping you up?
Olba, these setups don’t need clarification. The are known builds.
But for you sake, the assumptions made are
25 Might
25 Vuln
Slaying sigil
Dungeon Potion
Scholar Runes
disc banner
stre banner
That doesn’t explain why the last multiplier (which should be those damage modifiers) differs between the three setups.
Known build or not, you should always specify the assumptions. Because what you take as assumptions is not obvious. For example, from my perspective, considering outside buffs like banners, potions, sigils, scholar runes, might and vulnerability at all is silly as ducks since those are static between builds.
After all, this is the official GW2 forum, not your own little guild forum where everyone knows exactly what’s going on.